Ejemplo n.º 1
0
// this does not discard real roots <= 0 or >= 1
int SkDQuad::RootsReal(const double A, const double B, const double C, double s[2]) {
    const double p = B / (2 * A);
    const double q = C / A;
    if (approximately_zero(A) && (approximately_zero_inverse(p) || approximately_zero_inverse(q))) {
        if (approximately_zero(B)) {
            s[0] = 0;
            return C == 0;
        }
        s[0] = -C / B;
        return 1;
    }
    /* normal form: x^2 + px + q = 0 */
    const double p2 = p * p;
    if (!AlmostDequalUlps(p2, q) && p2 < q) {
        return 0;
    }
    double sqrt_D = 0;
    if (p2 > q) {
        sqrt_D = sqrt(p2 - q);
    }
    s[0] = sqrt_D - p;
    s[1] = -sqrt_D - p;
    return 1 + !AlmostDequalUlps(s[0], s[1]);
}
Ejemplo n.º 2
0
 /* Given a pair of quadratics, determine their parametric coefficients.
  * If the scaled coefficients are nearly equal, then the part of the quadratics
  * may be coincident.
  * OPTIMIZATION -- since comparison short-circuits on no match,
  * lazily compute the coefficients, comparing the easiest to compute first.
  * xx and yy first; then xy; and so on.
  */
bool SkDQuadImplicit::match(const SkDQuadImplicit& p2) const {
    int first = 0;
    for (int index = 0; index <= kC_Coeff; ++index) {
        if (approximately_zero(fP[index]) && approximately_zero(p2.fP[index])) {
            first += first == index;
            continue;
        }
        if (first == index) {
            continue;
        }
        if (!AlmostDequalUlps(fP[index] * p2.fP[first], fP[first] * p2.fP[index])) {
            return false;
        }
    }
    return true;
}
Ejemplo n.º 3
0
int SkDCubic::RootsReal(double A, double B, double C, double D, double s[3]) {
#ifdef SK_DEBUG
    // create a string mathematica understands
    // GDB set print repe 15 # if repeated digits is a bother
    //     set print elements 400 # if line doesn't fit
    char str[1024];
    sk_bzero(str, sizeof(str));
    SK_SNPRINTF(str, sizeof(str), "Solve[%1.19g x^3 + %1.19g x^2 + %1.19g x + %1.19g == 0, x]",
            A, B, C, D);
    SkPathOpsDebug::MathematicaIze(str, sizeof(str));
#if ONE_OFF_DEBUG && ONE_OFF_DEBUG_MATHEMATICA
    SkDebugf("%s\n", str);
#endif
#endif
    if (approximately_zero(A)
            && approximately_zero_when_compared_to(A, B)
            && approximately_zero_when_compared_to(A, C)
            && approximately_zero_when_compared_to(A, D)) {  // we're just a quadratic
        return SkDQuad::RootsReal(B, C, D, s);
    }
    if (approximately_zero_when_compared_to(D, A)
            && approximately_zero_when_compared_to(D, B)
            && approximately_zero_when_compared_to(D, C)) {  // 0 is one root
        int num = SkDQuad::RootsReal(A, B, C, s);
        for (int i = 0; i < num; ++i) {
            if (approximately_zero(s[i])) {
                return num;
            }
        }
        s[num++] = 0;
        return num;
    }
    if (approximately_zero(A + B + C + D)) {  // 1 is one root
        int num = SkDQuad::RootsReal(A, A + B, -D, s);
        for (int i = 0; i < num; ++i) {
            if (AlmostDequalUlps(s[i], 1)) {
                return num;
            }
        }
        s[num++] = 1;
        return num;
    }
    double a, b, c;
    {
        double invA = 1 / A;
        a = B * invA;
        b = C * invA;
        c = D * invA;
    }
    double a2 = a * a;
    double Q = (a2 - b * 3) / 9;
    double R = (2 * a2 * a - 9 * a * b + 27 * c) / 54;
    double R2 = R * R;
    double Q3 = Q * Q * Q;
    double R2MinusQ3 = R2 - Q3;
    double adiv3 = a / 3;
    double r;
    double* roots = s;
    if (R2MinusQ3 < 0) {   // we have 3 real roots
        double theta = acos(R / sqrt(Q3));
        double neg2RootQ = -2 * sqrt(Q);

        r = neg2RootQ * cos(theta / 3) - adiv3;
        *roots++ = r;

        r = neg2RootQ * cos((theta + 2 * PI) / 3) - adiv3;
        if (!AlmostDequalUlps(s[0], r)) {
            *roots++ = r;
        }
        r = neg2RootQ * cos((theta - 2 * PI) / 3) - adiv3;
        if (!AlmostDequalUlps(s[0], r) && (roots - s == 1 || !AlmostDequalUlps(s[1], r))) {
            *roots++ = r;
        }
    } else {  // we have 1 real root
        double sqrtR2MinusQ3 = sqrt(R2MinusQ3);
        double A = fabs(R) + sqrtR2MinusQ3;
        A = SkDCubeRoot(A);
        if (R > 0) {
            A = -A;
        }
        if (A != 0) {
            A += Q / A;
        }
        r = A - adiv3;
        *roots++ = r;
        if (AlmostDequalUlps(R2, Q3)) {
            r = -A / 2 - adiv3;
            if (!AlmostDequalUlps(s[0], r)) {
                *roots++ = r;
            }
        }
    }
    return static_cast<int>(roots - s);
}
Ejemplo n.º 4
0
int SkQuarticRootsReal(int firstCubicRoot, const double A, const double B, const double C,
        const double D, const double E, double s[4]) {
    double  u, v;
    /* normal form: x^4 + Ax^3 + Bx^2 + Cx + D = 0 */
    const double invA = 1 / A;
    const double a = B * invA;
    const double b = C * invA;
    const double c = D * invA;
    const double d = E * invA;
    /*  substitute x = y - a/4 to eliminate cubic term:
    x^4 + px^2 + qx + r = 0 */
    const double a2 = a * a;
    const double p = -3 * a2 / 8 + b;
    const double q = a2 * a / 8 - a * b / 2 + c;
    const double r = -3 * a2 * a2 / 256 + a2 * b / 16 - a * c / 4 + d;
    int num;
    if (approximately_zero(r)) {
    /* no absolute term: y(y^3 + py + q) = 0 */
        num = SkDCubic::RootsReal(1, 0, p, q, s);
        s[num++] = 0;
    } else {
        /* solve the resolvent cubic ... */
        double cubicRoots[3];
        int roots = SkDCubic::RootsReal(1, -p / 2, -r, r * p / 2 - q * q / 8, cubicRoots);
        int index;
        /* ... and take one real solution ... */
        double z;
        num = 0;
        int num2 = 0;
        for (index = firstCubicRoot; index < roots; ++index) {
            z = cubicRoots[index];
            /* ... to build two quadric equations */
            u = z * z - r;
            v = 2 * z - p;
            if (approximately_zero_squared(u)) {
                u = 0;
            } else if (u > 0) {
                u = sqrt(u);
            } else {
                continue;
            }
            if (approximately_zero_squared(v)) {
                v = 0;
            } else if (v > 0) {
                v = sqrt(v);
            } else {
                continue;
            }
            num = SkDQuad::RootsReal(1, q < 0 ? -v : v, z - u, s);
            num2 = SkDQuad::RootsReal(1, q < 0 ? v : -v, z + u, s + num);
            if (!((num | num2) & 1)) {
                break;  // prefer solutions without single quad roots
            }
        }
        num += num2;
        if (!num) {
            return 0;  // no valid cubic root
        }
    }
    /* resubstitute */
    const double sub = a / 4;
    for (int i = 0; i < num; ++i) {
        s[i] -= sub;
    }
    // eliminate duplicates
    for (int i = 0; i < num - 1; ++i) {
        for (int j = i + 1; j < num; ) {
            if (AlmostDequalUlps(s[i], s[j])) {
                if (j < --num) {
                    s[j] = s[num];
                }
            } else {
                ++j;
            }
        }
    }
    return num;
}
Ejemplo n.º 5
0
bool AlmostDequalUlps(double a, double b) {
    if (SkScalarIsFinite(a) || SkScalarIsFinite(b)) {
        return AlmostDequalUlps(SkDoubleToScalar(a), SkDoubleToScalar(b));
    }
    return fabs(a - b) / SkTMax(fabs(a), fabs(b)) < FLT_EPSILON * 16;
}